Tiberian Sun Rising is a total conversion modification for Command & Conquer 3: Tiberium Wars, which see's the return of the Global Defense Initiative and the Brotherhood of Nod battling it out during the the Second Tiberum War! retelling Tiberian Sun like never before.

A Whole New Tiberian Sun!
Not just a remake, but Tiberian Sun Rising is the next evolution of Tiberian Sun! Its time you saw the future, while you still have human eyes! Having been redesigned from the ground up to include all the things you love from Tiberian Sun, with new features, abilities, units and gameplay better then ever. We take the mindset that this is the first time Tiberian Sun is being made as an originale game as a design concept/mindset for our development.

This mod will include the additions made in the expansion Firestorm as well they will make a return with a new spin. This mod promise's to do alot and we'll be bringing back the thing's you love from Tiberian Sun like. Stealth technology, Real Tiberium, Subtterain Units the Firestorm Defense system and more!

Battle the Elements!
One of the most exciting feature's we'll be including is a dynamic growing Tiberum environment which mutates the battlefield as it spreads! You could start on a map with not much tiberium at all, and finish the battle with Vein Holes, Ion Storms and more all occuring! So watch out!

We do indeed LIVE! Rumors of our defeat have been greatly exaggerated and are merely propaganda spread by the great oppressor. We've been back in development for some time now we apologize for the delay in bringing you up to date with our progress. We have some very exciting developments coming up that we can't wait to share with you and we praise your continued support, loyalty and faith in this project. We make this for you the fans your continued support, input, feedback and even criticisms (keep them constructive please) means everything to us and we thank you. I'd also like to thank my fellow team members both new and old for their hard work and continued support that combined with our amazing fans is what keeps driving us forward!

We've been monitoring Nod's activity for just over a Year now and the situation appeared to be settling down until recently. But now we're seeing more activity's among the splintered factions of Nod the stage seems set for another power battle among high ranking officers fighting for power within the Brotherhood. We're bringing you back on Active duty Commander we need you to gather more intelligence on the current situation and we'll be briefing you on the latest developments get you up to speed.

Years of research & development have paid off there has been a breakthrough in our defensive technologies and it is now been added to your arsenal Commander approved for testing under battle conditions, we're calling it the "Firestorm Defense Shield". The system is made up of two components the "Firestorm Generator" and the "Firestorm Wall Sections". GDI Commanders are recommended to deploy Firestorm Wall Sections forming a perimeter around the entire base these are reasonably flat
surfaces vehicles & infantry can easily traverse over when inactive. For activation the Firestorm Generator requires a surplus amount of a base's power reserves so additional power plants are recommended to ensure no defense or manufacturing structures are affected. Once activated the Firestorm Generator generates an impenetrable barrier across the Firestorm Wall Sections that will
destroy any aircraft, missiles, projectiles trying to pass through the field
this includes any vehicles or organic matter as well.

This is a very effective counter-measure against the Brotherhood's Missile strikes when an EVA unit detects an incoming Missile activating the Firestorm Defense Shield will protect the area enclosed by the Firestorm Walls. The system does have its draw backs however the Firestorm Generator can only
stay active for a limited period of time requiring time to cool-down and recharge its priming capacitors. It is important to take note that friendly aircraft also cannot pass through the field and you should be mindful of Nod's subterranean vehicles that could bypass the field by travelling under it and surfacing in your base we recommend keeping Mobile Sensor Array's deployed to detect any subterranean activity in the area.

We have new Intel on Nods activity Our satellites managed to capture these image's before Nod forces managed to set up a Stealth Generator in the area. Intelligence from our source within a Brotherhood faction reveal this is a new Armored Personnel Carrier redesigned as a subterranean troop carrier. The vehicle can dig underground and travel vast distances making it much more difficult to track Nod's troop movements or predict where they may emerge. Deploying pavement across your base's should be sufficient to stop these Subterranean APC's from surfacing however this has been untested and we've yet to see if Nod have any surprises for us in this regard our source has been known to withhold information in the past. We'll keep you informed as we gather more information about this discovery as we learn more.

We have actually developed a good system for the walls that is much better then the standard method to use. They are already a part of the mod ;) so you dont need to convince me ;). The method is far easier on the player and less micro management.

Thanks, its nice to know you like the models, many thanks to the modelers on the team for the hard work they've done great work guys. We have put in a real attention to detail on all aspects of the mod this will be a Tiberian Sun experiance like no other before it ;).

Scaling.. yes its nearly perfect that Comm Center probably needs to be bigger but other then that i agree rest of the scaling is more or less spot on.

And every member of this team is a very passionate Tiberian Sun fan including myself we very much enjoy our work here on Tiberian Sun Rising and i think this shows through ;).

lol i jus wanna say this mod has some of the best models i have seen in any mod for any game - maybe im not lookin hard enough but some of ur models are mind boggling they are so good and i just thought i should let u know how i feel cos i am very very impressed

i also like the scaling its perfect from inf to walkers and i can't wait to see a properly scaled totaly dwarfing giant of the mammoth MKII cos in tib sun it looked stupid it was smaller than a titan

also i just wanna say walls arn't necessary but would be a great asset if possible to add and finaly im looking forward to the new additions u guys put it cos if they are anything like wot im seeing now they got 2 be gd :) great work n thanks for doin it

i know you probably wont but the best way to relive the old games on the sage engine is the walls, some people dont show time for walls, but i love building by base, besides it will bring the game closer to tiberian sun. i have to congratulate you on the madels, you have obviousely put more time and effort into this mod. with the walls though im not trying to tell you what to do its just a suggestion.

like the squad thing they did that in RA2 (game) but you could only have a max of 2 squads how will we be able to manage the squads btw?
EXAMPLE: I have say 6 squads and they're surrounding a base and i'm using a small tactic so i can kill them faster and instead of me just clicking on the ones i want will there be like numbers on the bottom navbar or somthing to select the right squad thati want to use for that momment etc?

Like the squad idea by the way and those screenshots ;) keep upthe good work people.

We are considering allowing players to form squads with their infantry, some tests will need to be done to see how well this works in the gameplay. And it wouldnt introduce micromangement as anyone who doesnt want it doesnt have to form squads. If they do it gives them no advantage cept they can select 5 infantry as one unit lessining the amount of units selected.

Basically how it would work is you get one soldier, Order him to enter another soldier and then they form a squad. Order more soldiers to enter this group and it will eventually fill. Simple.

Vote for TSR rise up all Tiberium based zombies and Vote (before the communists take your right away)

Yes C&C 3 dose ruin the Continuity of the Tiberium universe (and for that I'm not vary happy :( ) I refuse to cast condemning judgment on the game you just don't really know until you play it -_- . I kinda like the idea of squads like the they keep saying all a squad is an artistic addition, I mean they all act and work and take damage as one unit

In regards to that, at the moment there are no plans to include RA2 structures lieing around ruined. Mainly due to EA seperating the Universe's and RA2's wacky nature wont suit the Tiberian atmosphere so much.

Tiberian Dawn structures yes, and possibly some Red alert ones thou if they are they will be very rare due to the war being so long ago and not many relics left around. Most likely relics to exist Soviet ones in Russia, due to the cold slowing Tiberiums progress, however even the Russians are part of GDI so alot of these would have been decommissioned decades ago.